Sunday, 27 November 2011

3 slottable sigils {4e}

You know how it is. Sometimes you're not sure whether to get rid of your awesome current armour and go with this new hotness you've wrenched from a fireball-trapped chest; after all, it has some nice powers but it might not suit your character as well as the current one. Well, why not just take powers that you like from other armour and slap them on your own using slottable sigils?

Sigils are usually carved into small stone tablets and applied to armour or weapons. Once slotted they're in there permanently unless a Sigil Removal ritual is performed (see below). Sigils augment your items in different ways, giving them new and interesting abilities and upping their resale value.

Sigil of InfernoLevel 8 CommonThis sigil glows red in the shape of a roaring fire and feels hot to the touch.Wondrous Item 1000gp

Requirement: You must apply to armour. Imbuing the armour with the sigil is permanent.Property: You gain resist 5 to fire damage.

Requirement: You must apply to a weapon. Imbuing the weapon with the sigil is permanentProperty: Gain +2 FortitudePower (Daily-Necrotic): Minor action.Your weapon devours souls of dead enemies per plus. For each plus regain a healing surge.

Requirement: You must apply to a shield. Imbuing the shield with the sigil is permanent.Property: Gain resist 5 cold damage.Power (Daily-Cold): Immediate reaction. When an enemy attack against you misses, the enemy becomes immobilised (save ends).